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World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

December

Postby Tattooedman » Wed Sep 19, 2012 7:28 am

Image
December:
PL:
8
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 1

Skills: Acrobatics 7 (+10), Deception 9 (+10), Expertise [Pop Culture] 8 (+8.), Insight 7 (+7), Perception 7 (+7), Ranged Combat [Cold Manipulation Array] 6 (+8.), Stealth 7 (+10)

Advantages: Daze [Deception], Improved Feint, Improved Initiative, Move-By Action, Set-up, Taunt, Teamwork

Powers: Cold Manipulation Array:
Polar Blast: Ranged Damage 8 (Feat: Improved Critical)
-Deep Freeze: Environment 8 [extreme cold] (Feat: Precise)
-Ice Shapes: Create Objects 8 (Feat: Innate)
-Ice Bonds: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Slick Surfaces: Affliction 8 [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extra: Area [Burst], Cumulative); (Flaw: Limited Degree)
Ice Shell: Protection 6
Ice Slides: Flight 3 (Flaw: Platform)
Used to the Cold: Immunity 7 [Cold Damage, Environmental Cold, Environmental Heat]

Offense: Initiative +2
Melee Attack +4
Ranged Attack +2 // Cold Manipulation Array Attack +8 // Polar Blast Damage +8

Defense: Dodge +8
Parry +8
Toughness +8*/+2 [*Ice Shell]
Fortitude +6
Will +5

Equipment: Shadow Academy Communicator


Costs: Abilities 22+ Skills 18+ Advantages 7+ Powers 37+ Defenses 19= 103 pts.


Real Name: Christina Austin
Height: 5' 4"
Weight: 103 lbs
Hair: Red
Eye Color: Hazel


Complications:
Amateur: December has a bad habit of not taking things as seriously as she should and that leads to her becoming careless during fights.

Watch what you say to her....: December tends to hold a grudge over any perceived slights against her. She will make sure all such insults are paid back and then some.

Normal Life: December's identity as Christina Austin isn't known to law enforcement authorities.


Background: Not much is known about Christina Austin's past, not that she's willing to share that is. She's been at the Shadow Academy for a little over a year and a half at this point but she's got a reputation as something of a flake since she doesn't take things too seriously even at the Academy. But when December, as Christina is codenamed, can stay focused on her mission she has shown herself to be skilled with her powers and how to adapt them to the situation she finds herself in.

December has hinted that her father is none other than Kryogen, a long time member of VIPER, birthed as the result of a fling he had while living in California years ago before joining that organization but the truth of this statement still has yet to be verified (though her power set does seem to make the idea all the more plausible, even down to the way she manifests her abilities).

Overall December is a likeable girl who's mostly interested in cute boys and hot clothes, but she knows enough to try and stay on task while on a mission, she just has a problem keeping her cool when a hero takes verbal cheap shots at her. It's then that December gets serious and sets herself to getting revenge for what was said, no matter how long it takes her.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Tattooedman
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Nocturne

Postby Tattooedman » Wed Sep 19, 2012 7:31 am

Image
Nocturne:
PL:
8
Strength 5 (0)
Stamina 5 (0)
Agility 5 (0)
Dexterity 5 (0)
Fighting 4
Intellect 3
Awareness 2
Presence 2

Skills: Acrobatics 4 (+9), Deception 6 (+7), Expertise [Life Sciences] 8 (+11), Expertise [Science] 8 (+111), Insight 6 (+8), Perception 8 (+10), Persuasion 7 (+8/+10), Stealth 10 (+15)

Advantages: Agile Feint, Close Attack 4, Defensive Attack, Set-Up, Task Focus [Expertise (Science): Chemistry], Teamwork

Powers: Reptilian-Bat Girl: (Move Action); (Flaw: Permanent)
Enhanced Strength 5
Enhanced Constitution 5
Enhanced Agility 5
Enhanced Dexterity 5
Enhanced Advantages 2 [Attractive, Improved Initiative]
Regeneration 3
Blending Field: Concealment 4 [all visual]
Bat Wings: Flight 5 (Flaw: Winged)
Claws: Strength-Based Damage 3 (Feat: Improved Critical 2)
Nauseating Mist: Affliction 8 [Vulnerable, Defenseless; resisted by Fortitude] (Extras: Area [Cloud], Cumulative); (Flaws: Limited Degree, Sense Dependent [Scent])
Scaly Skin: Protection 3

Offense: Initiative +9
Melee Attack +8 // Unamred Damage +5 // Claws Damage +8; critical 17-20
Ranged Attack +5

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +9
Will +7

Equipment: Shadow Academy Communicator


Costs: Abilities 22+ Skills 19+ Advantages 9+ Powers 72+ Defenses 16= 138 pts.


Real Name: Linda Shane
Height: 5' 8" [normal]/ 6' 3" [transformed]
Weight: 114 lbs [normal]/ 215 lbs [transformed]
Hair: Auburn [normal]/ Grey [transformed]
Eye Color: Brown [normal]/ Yellow [transformed]


Complications:
Direct kind of gal: Where Linda was somewhat shy and quiet, Nocturne is bold and upfront. She’ll get in a person’s face and tell them exactly what she thinks on any given situation in an almost cold, analytical manner without a second thought.

This is just a Test: Nocturne is trying to work out the final changes in the formula that has mutated her into her current state. Overall she’s happy with how her life is now but she’d like to be able to switch between being Linda and Gremlin. So she works on finding a way to make that happen.

Unpredictability: Nocturne's personality flip-flops between a carefree, and kinda goofy teenager that absolutely enjoys being part of the world of superhumans and a deadly serious professional criminal who will kill to accomplish her goals.


Background: Linda Shane's life was fairly normal, for a geek that is. School was alright, sure she was picked on but when it came time for the big tests everyone wanted to cheat off her paper and she wasn't friendless so to speak but none of them were really close with her. At home she was quiet and kept out of her father's way as he was a chemist who worked for the Albright Institute, and he was always under a deadline of some kind. He would spend several hours a night in his basement lab he'd set up to work on theories and work out problems from his day job. Even though he didn't have too much to do with Linda, she admired his dedication to his work and inspired her to pursue a similar line of work eventually which is what led to her being a science-geek in the first place.

The problem came when he was assigned to break down the chemical cocktail that created the villain Goanna, without a doubt it was Mr. Shane's most daunting assignment yet as he was expected to figure out the various chemicals originally used in the agent and then design a counter-formula to it. This line of work took him over a year to process and the entire time he was constantly under pressure and scrutiny from his superiors about his progress and at this point Mr. Shane had developed the habit of falling asleep in his home lab still working on the project. Linda then began to make sure any equipment her father had in use were shut down safely and would leave him to rest in relative peace until one night out of curiosity she decided to look over his notes and see what exactly he was working on (she was basically a teaching assistant in her chemistry class by this point as it was, showing an aptitude for the subject). What she realized was that in his dedicated efforts to break the secrets of the Goanna formula that he’d made mistakes in his identification of the chemicals used to create it.

Wanting her father to succeed on this project, Linda started secretly working on the formula herself. After several months of trial Linda managed to isolate the chemicals used and developed the counter-serum to reverse the effects of the original formula. All she needed to do was be sure it worked on a live subject but she knew that she’d not be allowed access to one Linda pondered how to get one when her father burst into the lab, startling her.

In her mental workings Linda had been fidgeting with the vial holding the serum and her father’s sudden entrance caused her to inject herself with the contents of the vial. Linda instantly transformed into a female version of Goanna and went on a rampage, finally being stopped by the efforts of the new Next-Gen. At the end of the day Linda was brought back to her normal form as her counter-serum actually worked and she was brought to the Albright Institute to be helped bring her transformations under control. It was while there that Linda was able to figure out a way to stabilize the formula’s mutating effect on the brain that she and Goanna both suffered from by introducing certain proteins found in the Diaemus Youngi, also known as the White-winged Vampire Bat. Linda managed to sneak the finalized sample of her newest formula back to her room where she waited until night to take. Transforming into her current form, she used the enhanced physical abilities she gained to break free of the Institute and hide herself away on the streets of Freedom City for several weeks as FCPD and members of Next-Gen searched for her but in the end they had no luck. It was Esper, the head trainer at the Shadow Academy, that managed to track Linda down and offer her a place at that school.

Linda knew she’d be held accountable for all of the things she’d done during her first transformation now that she’d taken the modified serum and knew that meant she’d end up in Blackstone Prison, a place that Linda knew she didn’t want to be in. Plus she still needed to study the long term effects of the new formula on her body and mind and the Shadow Academy allows her access to the equipment she needs, plus she likes being able to do what she wants with her powers. Linda doesn’t realize that even though the new formula has stabilized her personality it still has changed it compared to how it had been. Gone is the mousy, quiet girl now replaced with an direct, analytical person who’ll do whatever she deems necessary to accomplish her goals, no matter who is in her way.

On the team, Nocturne tends to act more as scout, thanks to many of her reptile influenced abilities. She’s the one that’ll give a place the once over before the team goes in and during combat she’ll fly about lending a hand where she can. There have been an instance or three where her areas of science have come into play and she’s made sure the others know that it’s thanks to her.
Last edited by Tattooedman on Sun Feb 09, 2014 2:52 pm, edited 2 times in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Target

Postby Tattooedman » Wed Sep 19, 2012 7:32 am

Image
Target:
PL:
8
Strength 6 (2)
Stamina 6 (2)
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 7 (+10), Athletics 8 (+14), Expertise [Criminal] 10 (+10), Expertise [Pop Culture] 4 (+4), Insight 8 (+11), Intimidation 8 (+8.), Perception 8 (+11), Ranged Combat [Shadow Blast] 2 (+6), Stealth 10 (+12)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidate], Equipment, Improved Initiative, Power Attack, Ranged Attack, Startle

Powers: Energized Body:
Enhanced Strength 4
Enhanced Stamina 4
Speed 3
Shadow Blast: Damage 10 (Extra: Area [Cone])
-Energized Fist: Strength-Based Damage 2 (Feat: Improved Critical 2)
-Super Strength: Enhanced Strength 2 (Flaw: Limited [Lifting Only])

Feats of Super Strength:
Groundstrike: Affliction 8 [Vulnerable, Defenseless; resisted by Dodge] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Target and his targets must be in contact with the ground])

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +6 // Energized Fist Damage +8; critical 18-20
Ranged Attack +4 // Shadow Blast Attack +6 // Shadow Blast Damage +10

Defense: Dodge +8
Parry +8
Toughness +8*/+6 [*Shadow Academy Uniform]
Fortitude +8
Will +6

Equipment: Shadow Academy Communicator
Shadow Academy Uniform [Protection 2; Subtle]
Lockpicks


Costs: Abilities 34+ Skills 22+ Advantages 11+ Powers 49+ Defenses 14= 130 pts.


Real Name: Brandon Medeiros
Height: 6' 3"
Weight: 160 lbs
Hair: Black
Eye Color: Brown


Complications:
Full of Himself: Target, while being a good combatant, tends to over estimate his own skills and can be overconfident during a fight which the right person can take advantage of.

Spoiling for a Fight!: Target loves to get right in the thick of things, be it knocking someone out cold up close or blowing them through a wall with his Shadow Bolt. Either way Target will jump at the chance to take part in a fight.

Trashes the Place: Target is known for his reckless style of fighting (in that he doesn't care about not damaging his surroundings) that leaves little left standing by the time he's done.


Background: Brandon Medeiros comes from a family of thieves and after his parents split up over his father’s trade Brandon because so unruly that his mother simply dumped him off at his father’s doorstep to deal with the troublesome pre-teen. Mr. Medeiros simply began to teach Brandon the family trade, along with treating him mostly like an adult: letting him smoke and drink and chase women. Brandon fell in love with the criminal lifestyle, especially since he showed a talent for breaking and entering which brought him praise from his father (which is something most young men want at that point in their life).

Over the next couple of years Brandon and his father moved around from cities like New York to Chicago to California to Bay City to even Freedom City working their trade and fencing their stolen loot. It had gotten to the point that Brandon (now fifteen) was working as the main point man for entries while his father dealt with the security systems the encountered. It was while on a job in California that things finally ran south. The bank the pair was robbing was targeted by a wanna-be super villain who used his power suit to simply break through the front wall and rip the vault door loose and take what he wanted. In the resulting mayhem that followed when the police arrived it was Mr. Medeiros who paid the biggest price: he was shot by police as they tried to stop the power armored criminal while getting Brandon to safety. Brandon managed to get his father to a street doctor but it was too late to save his life, he’d lost too much blood from his injuries and while the doc kept him relatively pain free there was little else he could do for the elder Medeiros. After paying the street doc for his work Brandon focused his anger on the power armored crook and through his father’s old street contacts managed to track him down to his hide out. Within a few days Brandon took his revenge: breaking into the other man’s hidden base, taking all the loot he had taken from the bank (plus a little extra for his pain and suffering of course), disabling his power armor with a few crossed wires and removal of certain circuits, and toping it all off by calling the police with an tip as to where they could find the person in question who’d robbed the bank a few days before.

Brandon stayed around long enough to watch as his father’s killer was carted off (on a dolly because his armor had locked up on him due to Brandon’s sabotage) before disappearing back into the underworld. For six months he continued to work as a freelance thief until he was caught breaking into a front for the Labyrinth but when the guards were about to open fire on him Brandon’s powers manifested with explosive results. Destroying the room he and the guards were in and leaving them buried under the rubble and easy pickings for the back up the guards had on the way.

When he woke up, Brandon found himself faced with Esper who began to question the teen about his new powers and his life. Once that was done the mentalist offered Brandon a place to go where he could learn to use his powers as well as hone his already decent skills as a thief, to continue his family’s tradition. Realizing he didn’t have anywhere else to go, Brandon accepted Esper’s offer and was at the Shadow Academy within twenty-four hours where his training began.

Now a year later and in good control of his powers, Brandon has been assigned to the newest Alpha team at the Academy and while he can deal with the likes of Darkbolt and even Gremlin (for their professional attitudes) it’s the other members like Vibron and Stompa that he gets along with better (both of whom are a bit more reckless with their powers) Brandon is fully enjoying having powers and uses them to their full effect even when it’s not called for and is nothing more than a bully enjoying himself. Granted he’s got the skills and powers to back up much of his talk but still he’s no leader and will most likely become a super-powered thief when he leaves the Academy, at best he‘ll be seeing the inside of Blackgate prison a fair amount given his attitude unless he can hook up with someone who can keep him held in check somewhat.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Tattooedman
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Stompa

Postby Tattooedman » Wed Sep 19, 2012 7:34 am

Image
Stompa:
PL:
8
Strength 12 (0)
Stamina 12 (0)
Agility 0
Dexterity 0
Fighting 4
Intellect 0
Awareness 2
Presence 1

Skills: Expertise [Pop Culture] 4 (+4), Expertise [Streetwise] 6 (+6), Insight 4 (+6), Intimidation 9 (+10), Perception 4 (+6)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidate], Power Attack, Startle

Powers: Dubba-Dee Serum:
Super Dense Body:
Feature 1 [doubled body weight]
Enhanced Strength 12
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
-Alt. Effect: Leaping 5
Enhanced Stamina 12
Immunity 11 [Critical Hits, Disease, Environmental Cold, Environmental Pressure, Metabolic Effects, Poison, Starvation]
Impervious Toughness 12
Regeneration 3

Feats of Super Strength:
Groundstrike: Affliction 8 [Vulnerable, Defenseless; resisted by Dodge] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Stompa and her targets must be in contact with the ground])

Offense: Initiative +0
Melee Attack +4 // Unarmed Damage +12
Ranged Attack +0

Defense: Dodge +4
Parry +4
Toughness +12* [*Impervious]
Fortitude +12
Will +4

Equipment: Shadow Academy Communicator


Costs: Abilities 14+ Skills 9+ Advantages 8+ Powers 92+ Defenses 6= 129 pts.


Real Name: DeMona Devers
Height: 6' 4"
Weight: a – frickin’ - lot!
Hair: Black
Eye Color: Brown


Complications:
Brawling Chick: Stompa loves to get right in the thick of things, tradings shots with whoever she's fighting. She's learned to enjoy the fact that many things aren't able to hurt her.

Brother's Memory: Stompa loved her brother very much and holds his memory very dear (in fact it's one of the few things she does truely care about). Anyone who says anything bad about Stompzilla or Dubba-Dee will find out that his little sister isn't going to let it slide.

Not a Gentle Touch: Because of the serum she took, Stompa's sense of feeling is greatly reduced and sometimes she doesn't realize just how much strength she's using to hold something and will break things accidentily.

Background: DeMona Devers grew up idolizing her older brother DeWayne, he was everything a young gang banger was supposed to be: feared, respected, tough, smart, and able to hustle anything he could lay his hands on. Often times it was thanks to DeWayne's efforts that their family ate, as their father had long ago ran off and left them without any kind of male role model and their mother struggled to support her family and keep up with her drug habit.

So when DeWayne got to be the leader of his gang the first thing he did was make sure that DeMona was taken care of before any other business was handled. DeMona knew the kinds of things that DeWayne and his crew were doing to make money, it simply just the way things were where they lived and she had long ago accepted that fact along with DeWayne. It was when DeWayne had his reaction to the newly created version of Max that was hitting the streets that ended up giving him his powers that things got hard for DeMona. DeWayne went to the Shadow Academy while DeMona was cast out of the gang's headquarters by the new leader and she lived on the streets for a few months before children's services picked her up and put her in a home where she learned things were just as rough as they could be on the streets.

She eventually ran away from the home and lived on the streets, getting the basics took care of by stealing and pan handling. It was a few years later when DeWayne came back, after something he called the 'Free-for-fallout' and he was looking to slide back into his old life (kind of). Finding his little sister in her living situation didn't do much to help his bad mood and the siblings went straight to DeWayne's gang's old headquarters where he promptly flattened with only a few punches and stomps of his massive feet as payback for how his former 'friends' had treated his sister. The next day DeWayne started recruiting new members for his gang and soon they began to move in on the other gang's rackets trying to get a part of those illegal ventures but instead it led only to a minor war between the gangs the eventually brought Foreshadow and his small group of street level heroes (Nevermore, Sonic and Knock-Off) in to bring a halt to the violence.

Finally things came to a head and there was a massive face-off between DeWayne's gang, their rivals and Foreshadow and his group where DeWayne, or as he then preferred to be called: Stompzilla, personally fought Foreshadow. But despite all the training Stompzilla had underwent Foreshadow was able to avoid the majority of his more dangerous punches despite the fact he could barely injure Stompzilla. In the end it was Stompzilla's pushing his massive body to it's limits to deal with the much more agile fighter that was his undoing, something in the formula that was now part of his body intermixed with higher levels of adrenaline than ever before and it created some kind of toxin that his body couldn't handle and Stompzilla fell face first onto the ground dead.

In the aftermath agents of the Labyrinth collected Stompzilla's body and the scientist’s dissected his remains to get a better idea of what the effects of the formula on the gang banger's physiology. At some point they realized they could possibly replicate the majority of the original accident by giving a new version of the formula to a close blood relative of Stompzilla, and thus the recruitment of DeMona Dever was approved. It didn't take the angry young woman too much time to agree to the offer (and no she wasn't told that it was the formula that killed her brother, else she might not agree to take the new version) and she was soon at one of the many hidden Labyrinth labs undergoing the process that DeMona secretly hoped would give her the powers she desired to eventually get the revenge that she wanted on Foreshadow. When it was all said and done DeMona got what she wanted and a few hours later she was transported to the Shadow Academy's infirmary to be given after care and start her training.

While her powers are basically very similar to her brother's there are some differences. The biggest difference is that for some reason Stompa, as DeMona now calls herself, didn't grow like Stompzilla did. Granted she's an amazon in height now thanks to the formula but it's nowhere near the increase in stature that her brother gained. The other difference is that Stompzilla had no problems with his sense of touch after being transformed while Stompa does. In fact her sense of touch is only a fourth of what a normal person's could be considered and she is constantly breaking things but at this point she doesn't honestly care. All Stompa wants is to work her way out of the Shadow Academy and get her hands on Foreshadow and anything that's between her and that goal is going to get smashed. This makes Stompa something of a less than ideal fighter, she relies too much on her strength and not enough on tactics accuracy. If she can hit the barn, Stompa will demolish it but right now that's only happening about half the time on a good day. Her teachers remind her that her brother was a much better student but all that does is piss her off and she really unloads on them and then she ends up in trouble and have no doubt that the Shadow Academy has made sure it has the means to inflict pain upon all of it's students (even the superhumanly tough ones).

In the field Stompa is comparable to a force of nature (and just about as reliable in Darkbolt's opinion). If she loses her temper, sees something that catches her fancy (from jewels to good looking guys to fashionable clothing), or gods above only knows, then she's off to check it out, smash whoever pissed her off, whatever, but the plan she was supposed to be following is out the window.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Vibron

Postby Tattooedman » Wed Sep 19, 2012 7:36 am

Image
Vibron:
PL:
8
Strength 2
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Expertise [Criminal] 9 (+9), Insight 8 (+8.), Intimidation 8 (+8.), Perception 8 (+8.), Persuasion 6 (+6), Ranged Combat [Vibration Manipulation Array] 4 (+7), Stealth 6 (+10), Vehicles [Land] 3 (+7)

Advantage: All-Out Attack, Close Attack 4, Connected, Contacts, Cunning Fighter, Improved Feint, Improved Initiative, Power Attack

Powers: Vibration Manipulation Array:
Shock Blast: Ranged Damage 9 (Extra: Penetrating)
-Vibro Blast: Ranged Damage 9 (Feat: Affects Insubstantial 2)
-Vibrational Bypass: Insubstantial 4
-Vibro Punch: Strike 9 (Extra: Penetrating 9); (Feat: Improved Critical 4)
Vibrations Field: Force Field 6
Feel the Vibe: Senses 7 [Sonar (Accurate, Counters Concealment, Counters Illusion, Radius)]

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +2 // Vibro Punch Damage +9; critical 16-20
Ranged Attack +3 // Vibration Manipulation Array Attack +7 // Shock Blast/Vibro Blast Damage +9

Defense: Dodge +7
Parry +7
Toughness +9*/+3 [*Force Field]
Fortitude +7
Will +7

Eqipment: Shadow Academy Communicator


Costs: Abilities 30+ Skills 18+ Advantages 11+ Powers 43+ Defenses 18= 120 pts.


Real Name: David Lawson
Height: 6'
Weight: 150 lbs
Hair: Black
Eye Color: Brown


Complications:
My Power Are AWESOME!: Vibron is still adjusting somewhat to having his powers. He's had them for a couple years at this point but he still enjoys using them as often as possible, even when the most straightforward thing to do is easier without them.

Loves to Brawl: Vibron likes to fight and is the member of the team that will sometimes sacrifice mission goals just to be able to go a few more minutes with a challenging foe.

Reckless: Vibron cares little for non-superhumans and bystanders who happen to get in his way, either on purpose or accidentily.


Background: All that is know about Vibron's past before he came to the Shadow Academy is that he was barely attending high school and mostly running the streets as part of his local gang. When his powers manifested at first he used them to help the gang deal with rivals, acting as the heavy muscle that could walk into a hangout without a gun on him and still be able to clear it all alone. Soon word of this street punk with powers reached the right ears and Esper was sent out to bring Vibron under the Academy's supervision and it didn't take too much effort on the mentalist's part to bring in the street smart youth.

All she had to promise Vibron was plenty of chances to use his powers to fight others who would last longer than his usual ones did on top of the usual promises of money and personal power.

Since coming to the Academy Vibron has struggled with dealing with Darkbolt as the two teens personalities clash to say the least. Vibron is more likely to jump right into the middle of a fight and slug it out with his vibro punch and trusting in his vibration field to protect him while his team leader is more likely to study the situation for a few moments, form a plan, then act. There have been words said between them but so far things have only came to blows once and it was Darkbolt who showed who was more powerful: knocking Vibron out cold with a blinding burst of lightning followed by a jolt of electrical energy.

Ever since then Vibron has held a grudge but he now at least respects the power Darkbolt has but Vibron has simply went from running his mouth to making plans of his own. At some point, when he finds the right situation, Vibron will leave Darkbolt holding the bag and all alone with no way to get away. So far Vibron hasn't approached anyone else on the team but he's watching to see who else might have a big enough problem with their leader to join in his plans of mutiny. For now Vibron enjoys his life for what it is: a series of superhuman battles after another. And he loves it, it's challenging, way different and never dull. He's got all the makings of a career super criminal and there's little doubt who'll stay in the life the longest among the team.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Tattooedman
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Re: World of Freedom 3rd Edition: Almost Done...

Postby Shock » Wed Sep 19, 2012 7:42 am

Tattooedman wrote:Dubba-Dee Serum:
Super Dense Body:
Feature 1 [doubled body weight]

Totally not what I'd be hoping for from a Dubba-Dee Serum ;}
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Watts

Postby Tattooedman » Thu Sep 20, 2012 8:25 am

Image
Watts:
PL:
9
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 0
Awareness 5
Presence 3

Skills: Close Combat [Unarmed] 4 (+8.), Deception 8 (+10), Expertise [Art] 8 (+8.), Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 11 (+11), Insight 8 (+11), Investigation 11 (+14), Perception 8 (+11), Persuasion 8 (+10), Ranged Combat [Electric Blast] 6 (+9)

Advantages: Close Attack 2, Connections, Contacts, Daze [Deception], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Language [Base: English; Spanish], Minions 5 [Thugs], Power Attack, Ranged Attack 3

Powers: Electrical Shell:
Enhanced Advantages 6 [Improved Initiative 4, Instant Up, Move-By Action]
Enhanced Dodge 4
Enhanced Parry 4
Feature 1 [Disguised Looks]
Force Field 7
Immunity 10 [Electrical Effects]
Electrical Aura: Damage 8 (Extras: Reaction, Selective)
Electrical Control Array:
Muscular Paralysis: Affliction 9 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extras: Area [Burst], Cumulative, Progressive, Selective) [Dynamic]
-Charged Fist: Damage 9 [Dynamic]
-Electric Bolt: Ranged Damage 9 [Dynamic]
-Supercharger: [Dynamic]
Movement 2 [Wall-Crawling 2]
Speed 8
Sense Electrical Energy: Senses 4 [Electrical Awareness (Accurate, Ranged, Tracking)]

Offense: Initiative +18
Melee Attack +8 // Charged Fist Damage +9
Ranged Attack +3 // Electric Bolt Attack +9 // Electric Bolt Damage +9

Defense: Dodge +7
Parry +7
Toughness +9*/+2 [*Force Field]
Fortitude +8
Will +10


Costs: Abilities 32+ Skills 26+ Advantages 17+ Powers 136+ Defenses 13= 226 pts.


Real Name: Reymond “Rey” Cruise
Height: 5’ 8”
Weight: 147 lbs
Hair: Red
Eye Color: Green


Complications:
Motivation ~Greed: Watts is always looking for a way to make money.


Background: Reymond Cruise was a typical suburban teen, a bad seed without a doubt. He cheated, stole, and the only reason he didn’t flunk out of school was that none of his teachers cared to deal with Rey another year.

Eventually he turned to dealing drugs and even formed something of a gang of his own from the other “thugs” of his school. One night, thinking that the big labs on TV always had the “cool, new drugs” and that there were a couple pharmaceutical companies right in town, Rey and his boys broke in. What they didn’t realize was that they’d broken into one of the several front companies of the Labyrinth, specifically one that was developing new serums for use in the DNAgent process. So when the security guards found the boys, they panicked and ran with as much of the various chemicals they could carry. Rey ended up crashing in one of the storage areas where he was covered in the chemicals he had as well as other chemicals he crashed into. Fortunately for him, some of his cohorts heard him and were able to get Rey out of there before the guards caught up to them, making an almost clean getaway.

Soon Rey and his two pals, Corey and Monty, had reactions to the untested chemicals and developed powers of their own which they quickly used to commit a couple of crimes, which were poorly planned and landed them in prison before their seventeenth birthdays. Eventually they were released upon turning twenty-one and Rey, who’d spent his time learning at the hands of better criminals than he, came up with the idea of becoming club owner as a cover for better paying (and less risky) unlawful work. Corey and Monty or Kayo and Magnum as they’d named themselves, agreed and soon thanks to Rey’s natural charm, powers and minor street reputation built an underground club they simply called the Skids.

From the Skids, Rey acts as a middle man for the underworld and information broker for all those in the know on the streets as well dealing some minor drugs to the people who come to his club. He’s kept Corey and Monty around too, friends that stick with you are hard to find, most of the time they’re working as bouncers at the Skids and sometimes as Rey’s muscle.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Mask of the Muses

Postby Tattooedman » Fri Sep 21, 2012 11:24 am

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Mask of the Muses: (Removable –5 pts) [20 pp]
Feel the Expression I Wear: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Feat: Variable Descriptor [any emotion]); (Flaws: Limited [Only make targets feel specified emotions], Sense Dependent [visual])

Notes: According to legend, Hecate made this mask for Hades as payment of a long-standing debt, and he, in turn, gave it to one of his many agents to use on Earth. That agent, his name never spoken of in the tales, became too confident in its power and attempted to turn the mask against his master. His ultimate fate varies from story to story, but it is always a terrible one.

A silver mask similar to those worn by actors on the ancient Greek stage, the Mask of the Muses changes expression to match that of its wearer, and it forces any who behold its visage to feel the emotion expressed by it. It is said no one who sees the mask’s face can resist its magic, although in at least one case, Hades seems to have proven this untrue.
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Warding Bracers

Postby Tattooedman » Fri Sep 21, 2012 11:25 am

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Warding Bracers: (Removable –2 pts) [8 pp]
Inscribed Magical Wards: Force Field 10


Notes: Another item that has appeared as many different forms of jewelry, the traditional form for a Warding Bracer is a wide metal bracelet with various protective sigils and inscriptions covering its surface.
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Second-Chance Ring

Postby Tattooedman » Fri Sep 21, 2012 11:27 am

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Second-Chance Ring: (Removable –1 pts) [8 pp]
Escape Death’s Touch Once: Immortality 16 (Flaw: Limited [One Time Use Only])


Notes: This type of item has actually appeared in the form of numerous kinds of jewelry, but most frequently it is a ring. Regardless of form, it acts to give its wearer one opportunity to escape from otherwise certain death and return to life.
Last edited by Tattooedman on Sat Sep 22, 2012 2:15 pm, edited 1 time in total.
World of Freedom Setting 3E

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Ankh of the Avenger

Postby Tattooedman » Sat Sep 22, 2012 6:13 am

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Ankh of the Avenger: (Removable –14 pts) [56 pp]
The Blessing of Maat: Senses 7 [Vision Counters all Concealment, Vision Counters Illusion]
Fly as a Falcon: Flight 8
-Cross the Void: Movement 1 [Space Travel]
Indestructible: Feature 1 [Indestructible]
Travel Dimensions: Movement 2 [Dimensional Travel (Heliopolis related)] (Extra: Portal)
Hammer of the Sun Array:
Rays of the Sun: Ranged Damage 15 (Extra: Penetrating); (Feat: Accurate 2, Improved Critical)
-Sunflare: Visual Affliction 15 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Behold the Sun: Feature 2 [Fill 60 ft radius with daylight]
-Hammer Strike: Strength-Based Damage 2 (Penetrating 15); (Feats: Affects Insubstantial 2, Improved Critical 3, Improved Smash)
-Hammer Throw: Ranged Strength-Based Damage 2 (Extra: Penetrating 15); (Feats: Affects Insubstantial 2, Improved Critical 2, Improved Smash, Ricochet)


Notes: The weapon of the hero Horus the Avenger, this warhammer’s profile resembles the ankh after which it is named. It has bell-shaped striking heads, a solid metal loop at its top, and it glows with an internal light. Where leather straps would wrap around a mundane warhammer’s handle, the Ankh’s straps appear made of gold.

In the hands of Horus, it was a terrifying weapon, capable of unleashing heat and fire at its wielder’s command and shattering buildings with its mighty blows. It allowed him to fly, cross the void and pierce dimensional barriers, and it’s said no deception could survive in its presence. While the Ankh returned to Heliopolis with its wielder when Horus retired from adventuring in the mortal world, it’s possible it might return, perhaps in the hands of a worthy wielder chosen by the Avenger himself.
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Re: Second-Chance Ring

Postby Shock » Sat Sep 22, 2012 1:02 pm

Tattooedman wrote:Second-Chance Ring: (Removable –6 pts) [25 pp]
Escape Death’s Touch Once: Immortality 16 (Flaw: Limited [One Time Use Only])


Notes: This type of item has actually appeared in the form of numerous kinds of jewelry, but most frequently it is a ring. Regardless of form, it acts to give its wearer one opportunity to escape from otherwise certain death and return to life.

Do you have the cost right on this? It seems to me that you didn't apply the adjustment from the flaw.
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Re: Second-Chance Ring

Postby Psistrike » Sat Sep 22, 2012 1:20 pm

Shock wrote:
Tattooedman wrote:Second-Chance Ring: (Removable –6 pts) [25 pp]
Escape Death’s Touch Once: Immortality 16 (Flaw: Limited [One Time Use Only])


Notes: This type of item has actually appeared in the form of numerous kinds of jewelry, but most frequently it is a ring. Regardless of form, it acts to give its wearer one opportunity to escape from otherwise certain death and return to life.

Do you have the cost right on this? It seems to me that you didn't apply the adjustment from the flaw.

Yeah, that flaw should be a -2 per rank flaw, which would make it 8 points for the power and -1 point for Removable, so 7pp total.
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Re: Second-Chance Ring

Postby Tattooedman » Sat Sep 22, 2012 2:16 pm

Psistrike wrote:
Shock wrote:
Tattooedman wrote:Second-Chance Ring: (Removable –6 pts) [25 pp]
Escape Death’s Touch Once: Immortality 16 (Flaw: Limited [One Time Use Only])


Notes: This type of item has actually appeared in the form of numerous kinds of jewelry, but most frequently it is a ring. Regardless of form, it acts to give its wearer one opportunity to escape from otherwise certain death and return to life.

Do you have the cost right on this? It seems to me that you didn't apply the adjustment from the flaw.

Yeah, that flaw should be a -2 per rank flaw, which would make it 8 points for the power and -1 point for Removable, so 7pp total.


Note to self: Getting sleep would be a better use of time as opposed to late night editing.

Thanks Shock & Psistrike, I've corrected the mistake.
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Re: World of Freedom 3rd Edition: Almost Done...

Postby Spectrum » Sun Sep 23, 2012 9:50 am

Wow, just wow!

I did a quick flip through of the thread and continue to be amazed at how wide the variety is. Some of my favorite characters from M&M, HERO and Heroes Unlimited have been done. I'm sure that I'm missing the reference on many of the others. I'm really curious to see what's coming next.

I've added this thread to my list of must reads.
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